// Emacs style mode select	 -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:	 none
//
//-----------------------------------------------------------------------------


static const char
rcsid[] = "$Id: s_sound.c,v 1.6 1997/02/03 22:45:12 b1 Exp $";




#include "i_system.h"
#include "i_sound.h"
#include "sounds.h"
#include "s_sound.h"

#include "z_zone.h"
#include "m_random.h"
#include "w_wad.h"

#include "doomdef.h"
#include "p_local.h"

#include "doomstat.h"


// Purpose?
const char snd_prefixen[]
    = { 'P', 'P', 'A', 'S', 'S', 'S', 'M', 'M', 'M', 'S', 'S', 'S' };

#define S_MAX_VOLUME			127

// when to clip out sounds
// Does not fit the large outdoor areas.
#define S_CLIPPING_DIST			(1200*0x10000)

// Distance tp origin when sounds should be maxed out.
// This should relate to movement clipping resolution
// (see BLOCKMAP handling).
// Originally: (200*0x10000).
#define S_CLOSE_DIST			(160*0x10000)


#define S_ATTENUATOR			((S_CLIPPING_DIST-S_CLOSE_DIST)>>FRACBITS)

// Adjustable by menu.
#define NORM_VOLUME				snd_MaxVolume

#define NORM_PITCH				128
#define NORM_PRIORITY			64
#define NORM_SEP				128

#define S_PITCH_PERTURB			1
#define S_STEREO_SWING			(96*0x10000)

// percent attenuation from front to back
#define S_IFRACVOL				30

#define NA						0
#define S_NUMCHANNELS			2


// Current music/sfx card - index useless
//	w/o a reference LUT in a sound module.
extern int snd_MusicDevice;
extern int snd_SfxDevice;
// Config file? Same disclaimer as above.
extern int snd_DesiredMusicDevice;
extern int snd_DesiredSfxDevice;



typedef struct
{
    // sound information (if null, channel avail.)
    sfxinfo_t*	sfxinfo;

    // origin of sound
    void*		origin;

    // handle of the sound being played
    int			handle;

} channel_t;


// the set of channels available
static channel_t*		channels;

// These are not used, but should be (menu).
// Maximum volume of a sound effect.
// Internal default is max out of 0-15.
int				snd_SfxVolume = 15;

// Maximum volume of music. Useless so far.
int				snd_MusicVolume = 15;



// whether songs are mus_paused
static boolean			mus_paused;

// music currently being played
static musicinfo_t*		mus_playing=0;

// following is set
//	by the defaults code in M_misc:
// number of channels available
int						numChannels;

static int				nextcleanup;



//
// Internals.
//
int
S_getChannel
( void*			origin,
  sfxinfo_t*	sfxinfo );


int
S_AdjustSoundParams
( mobj_t*		listener,
  mobj_t*		source,
  int*			vol,
  int*			sep,
  int*			pitch );

void S_StopChannel(int cnum);



//
// Initializes sound stuff, including volume
// Sets channels, SFX and music volume,
//	allocates channel buffer, sets S_sfx lookup.
//
void S_Init
( int			sfxVolume,
  int			musicVolume )
{
    int			i;

    // fprintf( stderr, "S_Init: default sfx volume %d\n", sfxVolume);

    // Whatever these did with DMX, these are rather dummies now.
    I_SetChannels();

    S_SetSfxVolume(sfxVolume);
    // No music with Linux - another dummy.
    S_SetMusicVolume(musicVolume);

    // Allocating the internal channels for mixing
    // (the maximum numer of sounds rendered
    // simultaneously) within zone memory.
    channels =
        (channel_t *) Z_Malloc(numChannels*sizeof(channel_t), PU_STATIC, 0);

    // Free all channels for use
    for (i=0 ; i<numChannels ; i++)
        channels[i].sfxinfo = 0;

    // no sounds are playing, and they are not mus_paused
    mus_paused = 0;

    // Note that sounds have not been cached (yet).
    for (i=1 ; i<NUMSFX ; i++)
        S_sfx[i].lumpnum = S_sfx[i].usefulness = -1;
}




//
// Per level startup code.
// Kills playing sounds at start of level,
//	determines music if any, changes music.
//
void S_Start(void)
{
    int cnum;
    int mnum;

    // kill all playing sounds at start of level
    //  (trust me - a good idea)
    for (cnum=0 ; cnum<numChannels ; cnum++)
        if (channels[cnum].sfxinfo)
            S_StopChannel(cnum);

    // start new music for the level
    mus_paused = 0;

    if (gamemode == commercial)
        mnum = mus_runnin + gamemap - 1;
    else
    {
        int spmus[]=
        {
            // Song - Who? - Where?

            mus_e3m4, // American		e4m1
            mus_e3m2, // Romero		e4m2
            mus_e3m3, // Shawn		e4m3
            mus_e1m5, // American		e4m4
            mus_e2m7, // Tim	e4m5
            mus_e2m4, // Romero		e4m6
            mus_e2m6, // J.Anderson	e4m7 CHIRON.WAD
            mus_e2m5, // Shawn		e4m8
            mus_e1m9	// Tim			e4m9
        };

        if (gameepisode < 4)
            mnum = mus_e1m1 + (gameepisode-1)*9 + gamemap-1;
        else
            mnum = spmus[gamemap-1];
    }

    // HACK FOR COMMERCIAL
    //  if (commercial && mnum > mus_e3m9)
    //	  mnum -= mus_e3m9;

    S_ChangeMusic(mnum, true);

    nextcleanup = 15;
}





void
S_StartSoundAtVolume
( void*			origin_p,
  int			sfx_id,
  int			volume )
{

    int			rc;
    int			sep;
    int			pitch;
    int			priority;
    sfxinfo_t*	sfx;
    int			cnum;

    mobj_t*		origin = (mobj_t *) origin_p;


    // Debug.
    /*fprintf( stderr,
    	   "S_StartSoundAtVolume: playing sound %d (%s)\n",
    	   sfx_id, S_sfx[sfx_id].name );*/

    // check for bogus sound #
    if (sfx_id < 1 || sfx_id > NUMSFX)
        I_Error("Bad sfx #: %d", sfx_id);

    sfx = &S_sfx[sfx_id];

    // Initialize sound parameters
    if (sfx->link)
    {
        pitch = sfx->pitch;
        priority = sfx->priority;
        volume += sfx->volume;

        if (volume < 1)
            return;

        if (volume > snd_SfxVolume)
            volume = snd_SfxVolume;
    }
    else
    {
        pitch = NORM_PITCH;
        priority = NORM_PRIORITY;
    }


    // Check to see if it is audible,
    //  and if not, modify the params
    if (origin && origin != players[consoleplayer].mo)
    {
        rc = S_AdjustSoundParams(players[consoleplayer].mo,
                                 origin,
                                 &volume,
                                 &sep,
                                 &pitch);

        if ( origin->x == players[consoleplayer].mo->x
                && origin->y == players[consoleplayer].mo->y)
        {
            sep		= NORM_SEP;
        }

        if (!rc)
            return;
    }
    else
    {
        sep = NORM_SEP;
    }

    // hacks to vary the sfx pitches
    if (sfx_id >= sfx_sawup
            && sfx_id <= sfx_sawhit)
    {
        pitch += 8 - (M_Random()&15);

        if (pitch<0)
            pitch = 0;
        else if (pitch>255)
            pitch = 255;
    }
    else if (sfx_id != sfx_itemup
             && sfx_id != sfx_tink)
    {
        pitch += 16 - (M_Random()&31);

        if (pitch<0)
            pitch = 0;
        else if (pitch>255)
            pitch = 255;
    }

    // kill old sound
    S_StopSound(origin);

    // try to find a channel
    cnum = S_getChannel(origin, sfx);

    if (cnum<0)
        return;

    //
    // This is supposed to handle the loading/caching.
    // For some odd reason, the caching is done nearly
    //  each time the sound is needed?
    //

    // get lumpnum if necessary
    if (sfx->lumpnum < 0)
        sfx->lumpnum = I_GetSfxLumpNum(sfx);

#ifndef SNDSRV
    // cache data if necessary
    if (!sfx->data)
    {
        // fprintf( stderr, "S_StartSoundAtVolume: 16bit and not pre-cached - wtf?\n");

        // DOS remains, 8bit handling
        //sfx->data = (void *) W_CacheLumpNum(sfx->lumpnum, PU_MUSIC);
        // fprintf( stderr,
        //		 "S_StartSoundAtVolume: loading %d (lump %d) : 0x%x\n",
        //		 sfx_id, sfx->lumpnum, (int)sfx->data );

    }
#endif

    // increase the usefulness
    if (sfx->usefulness++ < 0)
        sfx->usefulness = 1;

    // Assigns the handle to one of the channels in the
    //  mix/output buffer.
    channels[cnum].handle = I_StartSound(sfx_id,
                                         /*sfx->data,*/
                                         volume,
                                         sep,
                                         pitch,
                                         priority);
}

void
S_StartSound
( void*			origin,
  int			sfx_id )
{
    S_StartSoundAtVolume(origin, sfx_id, snd_SfxVolume);
}




void S_StopSound(void *origin)
{

    int cnum;

    for (cnum=0 ; cnum<numChannels ; cnum++)
    {
        if (channels[cnum].sfxinfo && channels[cnum].origin == origin)
        {
            S_StopChannel(cnum);
            break;
        }
    }
}









//
// Stop and resume music, during game PAUSE.
//
void S_PauseSound(void)
{
    if (mus_playing && !mus_paused)
    {
        I_PauseSong(mus_playing->handle);
        mus_paused = true;
    }
}

void S_ResumeSound(void)
{
    if (mus_playing && mus_paused)
    {
        I_ResumeSong(mus_playing->handle);
        mus_paused = false;
    }
}


//
// Updates music & sounds
//
void S_UpdateSounds(void* listener_p)
{
    int			audible;
    int			cnum;
    int			volume;
    int			sep;
    int			pitch;
    sfxinfo_t*	sfx;
    channel_t*	c;

    mobj_t*		listener = (mobj_t*)listener_p;



    // Clean up unused data.
    // This is currently not done for 16bit (sounds cached static).
    // DOS 8bit remains.
    /*if (gametic > nextcleanup)
    {
    	for (i=1 ; i<NUMSFX ; i++)
    	{
    		if (S_sfx[i].usefulness < 1
    			&& S_sfx[i].usefulness > -1)
    		{
    			if (--S_sfx[i].usefulness == -1)
    			{
    				Z_ChangeTag(S_sfx[i].data, PU_CACHE);
    				S_sfx[i].data = 0;
    			}
    		}
    	}
    	nextcleanup = gametic + 15;
    }*/

    for (cnum=0 ; cnum<numChannels ; cnum++)
    {
        c = &channels[cnum];
        sfx = c->sfxinfo;

        if (c->sfxinfo)
        {
            if (I_SoundIsPlaying(c->handle))
            {
                // initialize parameters
                volume = snd_SfxVolume;
                pitch = NORM_PITCH;
                sep = NORM_SEP;

                if (sfx->link)
                {
                    pitch = sfx->pitch;
                    volume += sfx->volume;
                    if (volume < 1)
                    {
                        S_StopChannel(cnum);
                        continue;
                    }
                    else if (volume > snd_SfxVolume)
                    {
                        volume = snd_SfxVolume;
                    }
                }

                // check non-local sounds for distance clipping
                //	or modify their params
                if (c->origin && listener_p != c->origin)
                {
                    audible = S_AdjustSoundParams(listener,
                                                  c->origin,
                                                  &volume,
                                                  &sep,
                                                  &pitch);

                    if (!audible)
                    {
                        S_StopChannel(cnum);
                    }
                    else
                        I_UpdateSoundParams(c->handle, volume, sep, pitch);
                }
            }
            else
            {
                // if channel is allocated but sound has stopped,
                //	free it
                S_StopChannel(cnum);
            }
        }
    }
    // kill music if it is a single-play && finished
    // if (		mus_playing
    //		&& !I_QrySongPlaying(mus_playing->handle)
    //		&& !mus_paused )
    // S_StopMusic();
}


void S_SetMusicVolume(int volume)
{
    if (volume < 0 || volume > 127)
    {
        I_Error("Attempt to set music volume at %d",
                volume);
    }

    I_SetMusicVolume(127);
    I_SetMusicVolume(volume);
    snd_MusicVolume = volume;
}



void S_SetSfxVolume(int volume)
{

    if (volume < 0 || volume > 127)
        I_Error("Attempt to set sfx volume at %d", volume);

    snd_SfxVolume = volume;

}

//
// Starts some music with the music id found in sounds.h.
//
void S_StartMusic(int m_id)
{
    S_ChangeMusic(m_id, false);
}

void
S_ChangeMusic
( int					musicnum,
  int					looping )
{
    musicinfo_t*		music;
    char				namebuf[9];

    if ( (musicnum <= mus_None)
            || (musicnum >= NUMMUSIC) )
    {
        I_Error("Bad music number %d", musicnum);
    }
    else
        music = &S_music[musicnum];

    if (mus_playing == music)
        return;

    // shutdown old music
    S_StopMusic();

    // get lumpnum if neccessary
    if (!music->lumpnum)
    {
        sprintf(namebuf, "d_%s", music->name);
        music->lumpnum = W_GetNumForName(namebuf);
    }

    // load & register it
    music->data = (void *) W_CacheLumpNum(music->lumpnum, PU_MUSIC);
    music->handle = I_RegisterSong(music->data);

    // play it
    I_PlaySong(music->handle, looping);

    mus_playing = music;
}


void S_StopMusic(void)
{
    if (mus_playing)
    {
        if (mus_paused)
            I_ResumeSong(mus_playing->handle);

        I_StopSong(mus_playing->handle);
        I_UnRegisterSong(mus_playing->handle);
        Z_ChangeTag(mus_playing->data, PU_CACHE);

        mus_playing->data = 0;
        mus_playing = 0;
    }
}




void S_StopChannel(int cnum)
{

    int			i;
    channel_t*	c = &channels[cnum];

    if (c->sfxinfo)
    {
        // stop the sound playing
        if (I_SoundIsPlaying(c->handle))
        {
            I_StopSound(c->handle);
        }

        // check to see
        //	if other channels are playing the sound
        for (i=0 ; i<numChannels ; i++)
        {
            if (cnum != i
                    && c->sfxinfo == channels[i].sfxinfo)
            {
                break;
            }
        }

        // degrade usefulness of sound data
        c->sfxinfo->usefulness--;

        c->sfxinfo = 0;
    }
}



//
// Changes volume, stereo-separation, and pitch variables
//	from the norm of a sound effect to be played.
// If the sound is not audible, returns a 0.
// Otherwise, modifies parameters and returns 1.
//
int
S_AdjustSoundParams
( mobj_t*		listener,
  mobj_t*		source,
  int*			vol,
  int*			sep,
  int*			pitch )
{
    fixed_t		approx_dist;
    fixed_t		adx;
    fixed_t		ady;
    angle_t		angle;

    // calculate the distance to sound origin
    //	and clip it if necessary
    adx = abs(listener->x - source->x);
    ady = abs(listener->y - source->y);

    // From _GG1_ p.428. Appox. eucledian distance fast.
    approx_dist = adx + ady - ((adx < ady ? adx : ady)>>1);

    if (gamemap != 8
            && approx_dist > S_CLIPPING_DIST)
    {
        return 0;
    }

    // angle of source to listener
    angle = R_PointToAngle2(listener->x,
                            listener->y,
                            source->x,
                            source->y);

    if (angle > listener->angle)
        angle = angle - listener->angle;
    else
        angle = angle + (0xffffffff - listener->angle);

    angle >>= ANGLETOFINESHIFT;

    // stereo separation
    *sep = 128 - (FixedMul(S_STEREO_SWING,finesine[angle])>>FRACBITS);

    // volume calculation
    if (approx_dist < S_CLOSE_DIST)
    {
        *vol = snd_SfxVolume;
    }
    else if (gamemap == 8)
    {
        if (approx_dist > S_CLIPPING_DIST)
            approx_dist = S_CLIPPING_DIST;

        *vol = 15+ ((snd_SfxVolume-15)
                    *((S_CLIPPING_DIST - approx_dist)>>FRACBITS))
               / S_ATTENUATOR;
    }
    else
    {
        // distance effect
        *vol = (snd_SfxVolume
                * ((S_CLIPPING_DIST - approx_dist)>>FRACBITS))
               / S_ATTENUATOR;
    }

    return (*vol > 0);
}




//
// S_getChannel :
//	 If none available, return -1.	Otherwise channel #.
//
int
S_getChannel
( void*			origin,
  sfxinfo_t*	sfxinfo )
{
    // channel number to use
    int			cnum;

    channel_t*	c;

    // Find an open channel
    for (cnum=0 ; cnum<numChannels ; cnum++)
    {
        if (!channels[cnum].sfxinfo)
            break;
        else if (origin &&	channels[cnum].origin ==  origin)
        {
            S_StopChannel(cnum);
            break;
        }
    }

    // None available
    if (cnum == numChannels)
    {
        // Look for lower priority
        for (cnum=0 ; cnum<numChannels ; cnum++)
            if (channels[cnum].sfxinfo->priority >= sfxinfo->priority) break;

        if (cnum == numChannels)
        {
            // FUCK!  No lower priority.  Sorry, Charlie.
            return -1;
        }
        else
        {
            // Otherwise, kick out lower priority.
            S_StopChannel(cnum);
        }
    }

    c = &channels[cnum];

    // channel is decided to be cnum.
    c->sfxinfo = sfxinfo;
    c->origin = origin;

    return cnum;
}




